|
Trapped
Aug 15, 2015 20:16:55 GMT -5
Post by Trapped on Aug 15, 2015 20:16:55 GMT -5
|
|
|
Post by Trapped on Aug 15, 2015 20:29:14 GMT -5
|
|
|
Trapped
Aug 16, 2015 9:22:04 GMT -5
Post by Nic Lobo (pucpuc) on Aug 16, 2015 9:22:04 GMT -5
I like the style - found a fish or something looking like one - a key? did not find an exit yet.
sometimes its hard to tell which door can be used.
Is it finished ore will there be more features?
I'd like to see a atari 2600 adventure style game on the vectrex
|
|
|
Trapped
Aug 16, 2015 9:48:50 GMT -5
via mobile
Post by 50tbrd on Aug 16, 2015 9:48:50 GMT -5
VecVox mIght be a nice addition.
|
|
cant login from work
Guest
|
Trapped
Aug 17, 2015 7:51:07 GMT -5
Post by cant login from work on Aug 17, 2015 7:51:07 GMT -5
This game is finished, e.g. it is a complete game, and has an end.
The program is a tester game running on my latest room-based-maze engine. The can run a much larger maze that this game uses, and can also incorporate multiple floors (which this game doesn't)
There are 4 objects that you have to find and use before you can get into the exit room.
|
|
|
Trapped
Aug 17, 2015 12:58:27 GMT -5
Post by garryg on Aug 17, 2015 12:58:27 GMT -5
There are three 'colours' of door (put brightness up) two of which need you to be carrying the correct key. The fish has a practical use, try dropping it if you are in a tight spot! (buttons 1 to 4 can be usd to drop an object) There are four inventory 'carry' positions, and you need to collect four things in order to finish the game.
It can be done in around half a time bar in a 'good' speed run, of course you need to know exactly where to go for that. There are 92 visit-able locations in this (short) version of the game.
Do you think a large exploration game like this would work on the Vectrex?
|
|
|
Trapped
Aug 17, 2015 13:25:36 GMT -5
Post by VectorX on Aug 17, 2015 13:25:36 GMT -5
One of the few puzzle games for the Vectrex! Hadn't had much of a go of it yet, so I ran out of time, of course, before finding anything. Did I get attacked by a swarm of bees, or a plague or something?
|
|
|
Trapped
Aug 17, 2015 13:32:57 GMT -5
Post by garryg on Aug 17, 2015 13:32:57 GMT -5
I'd like to see a atari 2600 adventure style game on the vectrex That may be doable with a strip back and few tweaks to my current engine. Don't know how much line it would manage without to much flicker though. Anybody interested is seeing/working with my existing (still being developed) code to try this? PM me if you are...
|
|
|
Trapped
Aug 17, 2015 14:11:18 GMT -5
Post by garryg on Aug 17, 2015 14:11:18 GMT -5
One of the few puzzle games for the Vectrex! Hadn't had much of a go of it yet, so I ran out of time, of course, before finding anything. Did I get attacked by a swarm of bees, or a plague or something? Yes, bees... well fyles of some sort anyway.... Spoiler \/ You can stop them attacking you... if something smells Fishy.
|
|
|
Post by gliptitude on Aug 17, 2015 20:45:46 GMT -5
I have only tried Trapped on an emulator so far, but this is really neat.
I really like the look of it a lot. The simple animation of the man while he is moving is very effective. The look of the doors from above, also very stylish. The scale of the whole thing seems fine, and potentially gratifying. And for sure the game is well suited for an overlay.
In terms of graphics, I think you've come up with something that is simultaneously simple and distinctive - a winning formula!
You say it is a finished game but that it is also only a test of your engine. So I'm not sure what feedback you are looking for or where you are going with this. I haven't figured the game out yet, only collected the fish and figured out one thing that can be done with the fish. So I do not know yet the extent of the game if there are many goals or functions. .. But to me this looks like an excellent setting for an adventure of some kind. It is easy for me to imagine a story or path of some kind unfolding. Having only one enemy and one item per room is ok since there are so many rooms.
... Like Spike and the Angry Vortex Bird, I think you've got another substantial and demonstrated (and original) concept that is really worth developing fully.
I'd contribute art, writing, testing and brainstorming if you wanted it.
.. And by the way, when I say I can see a story unfolding here, that doesn't have to be an epic or concrete Zelda kind of thing. It can be ambiguous and action driven. Mainly there is a beginning and end and it is fun and gratifying to proceed from one to the other.
|
|
|
Trapped
Aug 18, 2015 7:51:52 GMT -5
Post by garryg on Aug 18, 2015 7:51:52 GMT -5
I've only tested an early version of the engine on a real Vectrex, just movement with non of the game elements added, so I'm not sure how the latest version acts.
The actions of objects can be affected by what room you are in, and rooms can have other (non movable) objects that you can interact with (by dropping objects).
This is a small game testing each of the basic engine parts, made on my basic framework, the basic framework could be up-scaled without any rewrite to make a much larger game with more objects.
The only thing I was thinking about adding was some form of non-static inventory system, as the inventory in this game is fixed.
If the reaction to this remains positive I would definitely be interested in making a proper sized game out of it.
I released this game because I honestly wasn't sure of the reaction something like this would get on the Vectrex.
I'm looking for feedback on the concept, the look, and playability if people actually enjoyed this mini adventure.
I can give a (speed run) solution if anyone wants to PM me for it.
|
|
|
Trapped
Aug 18, 2015 8:04:59 GMT -5
Post by VectorX on Aug 18, 2015 8:04:59 GMT -5
I've only tested an early version of the engine on a real Vectrex, just movement with non of the game elements added, so I'm not sure how the latest version acts. Collision detection needs to be tweaked a little, as I have trouble picking up the fish. Doorways can also be difficult to get into, and I don't mean the ones that you can't get through unless you have a proper object, as I've had to wiggle my guy around at times in order to get to the next screen through a door.
|
|
|
Post by garryg on Aug 18, 2015 10:36:47 GMT -5
I recently reduced the door hit box because I thought it was too big, maybe I will put it half way betwean what it is now and what it was.
Thanks for the feedback...
|
|
|
Trapped
Aug 18, 2015 10:46:12 GMT -5
Post by VectorX on Aug 18, 2015 10:46:12 GMT -5
Thanks!
|
|
|
Trapped
Aug 18, 2015 11:27:51 GMT -5
Post by gliptitude on Aug 18, 2015 11:27:51 GMT -5
I too had trouble fitting through the doors at times. The fish was not a problem for me though. (Still haven't tried it on real Vectrex)
I would prefer first a written explanation or maybe some hints, rather than a walkthrough or speedrun. Sort of simulate how the game would actually be presented if fully developed, the kind of information you'd give in a printed manual. I have only encountered the fish and the flies so far. Are there other items and enemies? What is the basic goal of the game?
I would like to see what it looks like if you draw in the boundaries of the rooms, so that we see a square with door openings.
I am ok with the timer aspect of the game but I think that the long straight line indicator detracts visually from the overall presentation.
I am trying to figure out if the room layout is confined or if it kind of "loops". I kept getting to a part where there were two doors on the left and right, one after another until finally it seemed like i got back to the beginning or somewhere else that i had been before but that could not logically be at the end of the path i just traversed. .. If the map does loop i think it would be good if this was somehow clearly demonstrated towards the beginning of the game/level.
A map or compass might be good. Maybe just a small empty square that had a single blinking dot to indicate the player's position.
Have a few more ideas i may post later.
|
|